| Editing DCG
Although many parts of DCG can be edited
through the DCG program, all DCG campaign files are text based and can
also be edited using NotePad or another text editor. Instructions
for each file are below:
Editing the Campaign File
The campaign file is fully editable with
NotePad or any other text editor. It consists of the campaign date,
the end date, and the position of the frontline. The first
line of the campaign file consist of the date (DD/MM/YYYY). The second
line consists of the end date. The third line of the file sets which
way the front runs as well as which side of the lines the player starts
on. The value of side must always be one of the following (capitalization
included): North, South, East, West. In the example below, the side
is "East". The player's nation begins East of the frontlines which
forces the lines to automatically run North to South.
The side value must be followed by a space
and the frontline information which consists of the header and two waypoints.
The front line will always run vertical on the map (whether North to South
or East to West) no matter what values are entered and will crash if more
than two waypoints are entered.
The frontline must be followed by a space.
date=07/08/1942
end_date=31/12/1945
side=East
[frontline.0]
waypoint.0=S8* 32.00',E159* 99.99'
waypoint.1=S12* 14.11',E159* 99.99'
Editing the Squadron File
This file contains data on all squadrons
including the player's. The player's aircraft type must match
the name of the plane's CFS2 folder. The update is the date (DD/MM/YYYY)
the aircraft type in the line below is available for the squadron.
The second id_type must be set to "none" or an aircraft type. The
player's allegiance must also be set (1 for British, 2 for German, 3 for
American, 4 for Japanese) and a base selected. The base must
be in the runways.dcg file or must be a carrier found in the ships.dcg.
Skill is the average skill level of pilots entering the squad (from 0 to
4). Note: this is not yet activated.
Planes is the number of planes currently
in the squad. The players squadron should never have more than 8
planes nor less than 1.
[player squadron]
name=VMF-223
type_id=f4f4_wildcat
update=01/01/1944
type_id=f6f3_hellcat
allegiance=3
base=Henderson
skill=1
planes=8
Here is an example of one squadron.
This format must be followed exactly or the program will crash. Note
the lack of spaces before and after equal signs.
[squadron.0]
name=VMF-223
startdt=01/01/1942
allegiance=3
type_id=sbd2_dauntless
update=01/01/1944
type_id=none
base=Henderson
skill=1
planes=8
4 1 000 000 000 Frank Anderson
3 1 000 000 000 Harry Pendergrass
2 0 000 000 000 Mitchell Parks
1 1 000 000 000 Paul Roberts
2 1 000 000 000 Robert Jackson
1 2 000 000 000 Erik Marshall
1 1 000 000 000 Robert Bantry
1 0 000 000 000 Jason Lodge
The first line is the squadron ID.
These should be sequential in the file from 0 to a maximum of 14.
Next is the name of the squadron. This can be any name you like.
The next line is the date the squadron
becomes active in the campaign. The format must be (DD/MM/YYYY).
Note that all days and months less than '10' must be in the format '0x'
(for example, 01/01/1942).
Allegiance determines which nation the
squadron belongs: 3 = American, 4 = Japanese.
Type_id is the model of the plane.
This name must match the aircraft folder name. For example, the F4F4
Wildcat folder is f4f4_wildcat. The update is the date (DD/MM/YYYY)
the aircraft type in the line below is available for the squadron.
The second id_type must be set to "none" or an aircraft type.
Base is the name of the base the squadron
is located at. This name must match one of the bases found in the
dcgrways.txt file.
Skill is the average skill level of pilots
entering the squad (from 0 to 4). This value has not yet been activated.
Planes is the number of planes currently
in the squad. A squad should never have more than 8 planes nor less
than 0, however, a squadron must always have 8 pilots. The pilots
are listed immediately beneath the plane number. The format for these
are:
skill(0-4) aggression(0-2) unused unused
unused first_name last_name.
There must be one blank line between squadrons.
In future releases, the unused (000) categories will be missions flown,
as well as planes shot down, and ground/ship targets destroyed should M$
fix a trigger bug....
Editing the Ships file
The ships file is very similar in structure
to the squadron file. Each naval squadron or vehicle unit consists
of critical information about the squadron and the names of each ship/tank/truck.
The name is simply an identifier for the task force, for example "Admiral
Fletcher" or "TF-1". The startdt is the earliest date the squadron
will appear. The waypoint value indicates which waypoint in the taskforce's
route, the taskforce is currently on. After the number of ships,
each ship is identified by its type and a name. If the name is "Sunk",
the ship will not appear in a mission. "Sunk" ships are never replaced
by the DCG. They may be replaced by deleting the word "Sunk" and
adding a new name. Vehicles will be replaced and are idenfied by
a "commander's" name.
[squadron.0]
name=Admiral Fletcher
startdt=01/10/1942
allegiance=3
skill=1
waypoint=0
ships=8
name=sha_enterprise_cv-6 Enterprise
name=sha_mahan Farenholt
name=sha_mahan Laffey
name=sha_indianapolis San Francisco
name=sha_indianapolis Boise
name=sha_indianapolis Salt Lake City
name=sha_mahan Buchanan
name=sha_mahan McCalla
A taskforce may contain more than one aircraft
carrier however the first carrier must be in the first name slot (see example
above). If the player's carrier is sunk, his squadron will be automatically
transfered. IA squadrons will cease to function if their carrier
is sunk. More than two carriers per group is not recommended.
Editing/Importing the Taskforce file
Each naval squadron or vehicle unit in
the ships.dcg must have a corresponding entry in the Taskforces.dcg and
must appear in the same order. The name in the ships.dcg should be
the taskforce flagship type (if a carrier is in the taskforce, it should
be entered here). The family type and category can be copied from the ship's
dp file and the allegiance set ("3" for American, "4" for Japanese).
Note: most American ships' dp files have their allegiance as "1".
These should really be "3", however, DCG will recognize them as Allied.
The number after allegiance is the number of waypoints for the squadron
(minus waypoint.0).
The easiest way to create an new
taskforce file is to create a mission with only the player squadron and
the paths of each squadron's flagship (only the flagship!). Be careful
not to run the waypoints too close to land if you don't want the ships
to sail over it or too close to the water if you don't want vehicles to
be "amphibious". Also, for the taskforce import function to work correctly,
each taskforce should be represented by a different ship class or vehicle
type.
Run DCG and import the mission using the
"taskforce" menu.
[unit_type.0]
name=sha_indianapolis
unit_family=5
category=14
allegiance=3
waypoint=8
[waypoint_path.0]
waypoint.0=S15* 33.44',E167* 14.20'
waypoint.1=S15* 29.17',E167* 19.86'
waypoint.2=S14* 31.86',E167* 8.97'
waypoint.3=S11* 15.85',E164* 47.35'
waypoint.4=S9* 42.65',E161* 3.70'
waypoint.5=S9* 17.66',E160* 16.12'
waypoint.6=S9* 20.01',E160* 4.69'
waypoint.7=S9* 24.71',E160* 36.11'
waypoint.8=S10* 32.33',E162* 50.66'
Editing/Importing the Infrastructure
file
Creating and modifying this file
is the simplist of all. The infrastructure file consists of stationary
objects (which may include ships, vehicles, and even aircraft). Every
stationary object is defined by a type and a location. See example
below:
[unit_type.0]
name=veh_50_cal_aa_mount
6
[unit.0]
1
position_lat=S9 26.1943
position_lon=E160 2.5277
position_alt=+56
position_pbh=0.0,0.0,0.0
The first line in the example above is
the unit type ID. The first unit type must be "0", the second "1",
etc. The second line is the name. This must be the identifier
as given by CFS2. The third line is the number of units of that type.
In this case, there are six.
There must be a blank line between the
number of units and the first unit of that type. Units must be number
sequentially from "0" even units of a different type. The second
line of a unit is the "active" switch: 1 means the target is active, 0
means it is not (and will not appear in the next mission). Units
become inactive when destroyed in a mission and become active after a random
period of time. The next four lines control the units position and
facing.
If you wish to add objects to the Guadalcanal
beta campaign, simply create a "bare-bones" mission in the CFS2 Mission
Builder program, with the stationary objects you would like to see appear
in your campaign, save it and then run "Infrastrutures" in the "Import"
Menu. Afterwards, you may wish to manually go through the infrastructure
file and change the allegiance of any of the installation types which default
to '0' to a specific nationality although this is not necessary.
Note: in the first mission(s) after importing
a new infrastructure file, objects will not necessarily appear. They
will "arrive" randomly over time. If you want any or all of them
to appear at the start of the campaign, you must manually activate them
as noted above by switching the "0" to "1".
Editing the Runways.dcg file
The runways.dcg file consists all the active
bases ("runways") in the campaign. Every runway is defined
as per the example below:
[runway.0]
Henderson
startdt=08/12/1942
strip=concrete
Any runway appearing in the runways.dcg
file must have a matching entry in the airbase.dat file located in the
"Info" folder. For the "strip" entry, there are three possible types:
strip=concrete (Any landbase plane
can operate out of it.)
strip=dirt (Medium and heavy bombers
cannot operate out of it.)
strip=sea (Only float and seaplanes can
operate out of it.)
Each runway must be separated by a blank
line. Finally, no runway may use the same name as another runway
or a location.
Editing the Locations.dcg file
The locations.dcg file consists all user
defined locations in the campaign. These locations will be used by
the mission generator as target points, for example, cities, factories,
port facilities, and static ground defenses. Every location is defined
as per the example below:
[label.0]
label_text=Tuluga
position_lat=S9* 5.07'
position_lon=E160* 10.12'
Note: all the information for a location
can be generated from the CFS2 Mission Builder's "label" command.
It need only be copied and pasted from a mission file into the locations.dcg
file and given a sequential number [label.0], [label.1], etc. In
addition, a name must be inserted into to the label text. Each location
must be separated by a blank line. Finally, no location may use the
same name as a runway or other location.
Combat Flight Simulator 2 is a product
of Microsoft Corporation.
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